to cast spells doubles, your spells are easily interrupted by attacks, and generally this can cripple a mage.
Weakness- Greatly reduces the damage dealt by your character. Again this is most crippling to Warrior characters. Weakness does not effect skills only attacks.
Exhaustion- See Section 3e the Elementalist for more information on this condition.
=============================================================================== 5. Weapons In addition to skills, of course, all characters can attack with a weapon as well. Weapons come in various types and are either one handed or two handed. Two handed weapons such as staffs are for mage characters and generally offer more bonuses than one handed weapons to make up for the loss of using an off-hand item. Each weapon type is described below:
Swords: one handed- used by Warriors 15-22 Max Damage range Axe- one handed- used by Warriors, 6-28 max damage Hammers- two handed- used by Warriors, 19-35 max damage Bows- two handed- used by Rangers, 15-18 max damage Wands- two handed weapons used by Necros, Elementlists, Monks, Mesmers, Ritualists, 11-22 max damage Staff- two handed- used by Necros, Elementlists, Monks and Ritualists, Mesmers as well, 11-22 max damage range. Generally has an energy bonus between 2 and 12 depending on the staff. Daggers- two handed weapon- used by Assassins- Generally attack for low damage but attack must quicker than other weapon types. 7-17 max damage
Weapons can be modified by a weapons crafter in any town or outpost for 10 gold. This will add 20% damage bonus to the weapon, but this will also customize the weapon for you, meaning it cannot be sold to another player. All but basic weapons also have requirements attached to them. This requirement will be listed in the description of the item. Any character can use any weapon, but to use the weapon as listed, your character needs to meet the requirement. The requirement will be a certain level of an attribute, for example a fire staff will usually have a requirement of fire magic. =============================================================================== 6. Runes Armor can be modified in Guild Wars Factions by using Runes. Runes are purchased from players, the Rune Trainer, or found in the game world from monster loot. Any armor drop whose name is blue, purple, or gold colored in the game world will contain a Rune will salvaged with an Expert Salvage Kit. See the section on Armor for more on Salvage kits. When a player indentifies a Rune using an Identification Kit (purchased at the merchant for 100 gold) that Rune is unlocked on their account. A player may now use this Rune on any player-vs.-player character created. Runes, of course, are not just limited to PVP players. Runes come in 3 types: minor, major, and superior. Runes raise your level in attributes by up to 3 points. There is a rune for each attribute in the game in each of the three types. Runes can only equipped for your Primary profession, with the exception of Vigor will any player can equip. A minor rune will raise your skill in the related attribute by 1. A major rune will raise your skill by 2, but lower your health by 50. Superior runes, raise your skill by 3, and lower your health by 75. Each player can have 5 runes equipped at any one time (as there are five pieces of armor). Once a rune is equipped, it cannot be removed from the armor without destroying the armor. If a character wishes to change a Rune, they can apply a new rune to the same piece of armor, which will destroy the old Rune. There are 2 special types of Runes that do not modify attributes. They are Vigor and Absorption. Vigor runes raise max health and can be equipped by any player. Absorption Runes absorb damage, and may only be equipped by Warrior characters. Unlike other runes, Vigor and Absorption Runes have no health lowering effect at the major and superior levels. Vigor runes raise max health by 30/40/50 based on level. Absorption runes reduce damage by 1/2/3 based on their level. When found in the game world a minor rune will be colored blue, a major will be purple, and a superior will be colored gold. The game has been modified so unlike in the past, each color will always produce a Rune of that type. Rune drop can be easily identified as they will always drop on Armor dropped from monster kills.
=============================================================================== 7. Armor The most important item you can buy in the game obviously is your armor. Without it, your deaths will come quickly and often. Armor in Guild Wars is handled a little differently than other games in the genre. Armor can only be bought from armor crafters, and is customized for one player. Armor cannot be traded or sold to other players; it is yours and yours alone. The armor a level one character starts it, will not give you very far. Armor Level (how effective your armor is at absorbing damage) varies by class. Warriors can have armor of up to AL 100, Necromancer and Rangers AL 70, Monk and Elmentalists, and Mesmer only are able to craft AL 60 Armor. Armor is crafted by visiting an armor crafter in town. Not all towns have crafters, most outposts do not. To craft armor you will need supplies, usually one common material, and one rare material, plus gold. Basic armor is 150 gold per piece, max armor is 1.5 plat per piece of 15 plat for special armor. Crafting materials can be purchased from traders (the expensive way), players (the cheaper way) or from armor drops in the world (the free way). Buy an Expert salvage kit from a merchant in any town or outpost (400 gold). This will let you salvage 25 times. You can buy Superior kits for two plat that salvage 100 items. Anyway, once you buy a kit to salvage an item you have picked up, double click your salvage kit, and then you item you wish to salvage. Items given as quest rewards cannot be salvaged, as well as starter items given to you. Almost any other item in the game can be salvaged for materials. Always use expert/superior salvage kits because they give you the chance to salvage rare material like silk or leather. Armor generally requires 20-75 of the common material and 2-12 of the rare material per piece to craft. Once crafted use your Inventory (I) popup to equip your new armor. To add runes to your armor, double click the rune and then double click the piece of armor you wish to add it to. The rune is automatically added and the name of your armor will change to reflect this. Guild Wars Factions adds six new sets of Armor for each class. In most towns there are 3 armor crafters each selling a different set of armor. You can also find armor crafters in the Kurzicks and Luxon towns. However, if you have lots of Kurzick faction, don't expect the Luxon armor crafter to talk with you. There is one piece of armor that does not need to be crafted; this is shields used by Warrior type characters. Shields have an armor level between 1 and 16 and often have requirement to use. The requirement for any shield will be listed in the description. The requirement will be either a certain level in the Strength or Tactics attribute. =============================================================================== 8. Upgrades All weapons in Guild Wars Factions can be upgraded to perform more effectively in battle. Each weapon can hold up to two upgrades (some purple and gold items you find will already have two, you cannot add more) which are applied by double clicking the upgrade and then the item. Upgrades can be purchased from other players, or salvage from item drops which are upgraded already in the game world. Make sure to use an expert salvage kit to salvage the upgrade. The names for weapon updates are listed below: (The list was compiled using the Guild Wars Wiki.)
--------------------Weapon Upgrades(Non Stave)------------- Sword- Upgraded with a Hilt, Axe/Hammer upgraded with a Haft, Daggers Upgrades with a Tang, and Bows with a String. Unless noted below each upgrade will work with all weapons listed above. The first four all convert physical damage to the listed element. The name of the upgrade is added to the name of the weapon. (Fiery Long Sword for example.) Fiery- Fire Damage Ebon- Earth Damage Icy- Ice Damage Shocking- Lightning Damage Barbed- Lengthens bleeding duration by 33% (Not available for Hammers) Crippled- Lengthens Crippled duration by 33% (Not available for Hammers) Cruel- Lengthens Deep Wound duration by 33% (Not available for Bows) Poisonous- Lengthens Poison duration by 33% (Not available for Hammers) Heavy- Lengthens Weakness duration by 33% (Axe and Hammer only) Silencing- Lengthens Dazed duration by 33% (Bow and Dagger only) Furious- Double Adrenaline on hit (2-10% chance depending on upgrade- Sword, Hammer, Axe only) Sundering- Armor Penetration of 20% on hit (10%-20% chance depending on upgrade- not available for Dagger) Vampiric- Life Stealing: 1-3 life per hit (for Swords, Axes and Daggers) Life Stealing: 1-5 life per hit (for Hammers and Bows), Health regeneration of -1 for all weapons Zealous- Energy Gain of 1 on hit- Energy regeneration of -1 ----------------------Weapon Upgrades (Staves) ------------ Staves (Staffs) are used all classes other than Warrior and Assassin. They can be upgraded as follows, used a Staff Head. (Again, thanks Guild Wars Wiki!) Defensive- Armor +4 or +5 Insightful- Max Energy +1 to +5 Hale- Max Health +10 to +30 ---------------------Weapon Upgrades #2--------------------The second set of weapon upgrades change the name of the weapon by adding to the end of the name. Fiery Long Sword of Defense for example, would be long sword which does fire damage and has been upgraded with a Defensive sword pommel to raise armor. All these upgrades can be applied to any weapon as long as they are the proper type (a sword pommel cannot be applied to a staff). Swords are upgraded with pommels, Axes, Bows, and Hammers with grips, Staffs with wrapping, and Daggers with handles. Defense Armor +4 or +5 Shelter- Armor +4 to +7 (vs physical attacks only) Warding- Armor +4 to +7 (vs elemental attacks only) Fortitude- Health +20 to +30 Enchanting- Enchantments last 10% to 20% longer Blood Magic (or any attribute- there is an upgrade for each one)- +1 while using skills - 10% to 20% chance Slaying a Creature Type- Damage +10% to 20% vs. that Creature Type =============================================================================== SECTON 1- GUILD WARS FACTIONS- THE STARTER ISLAND =============================================================================== 10. Skills
There are 150 skills or so for each profession in Guild Wars Factions. Each of the core 6 classes were given 25 new skills in Factions. I do not even hope to cover every skill available in the game as that would take a really long time. Instead, I am going to focus on some of the most used skills in the game using a few builds that I have run in the game. Any numbers in ( ) are effected by the related attribute listed. Note, you only have one elite skill equipped at any one time. Thanks to GameAmp.com (guildwars.gameamp.com) for providing skill descriptions!
10a) Elementalist Skills: These skills are basically for a fire mage or called a Nuker in the game. The skills are mainly AoE skills that effect a foe and any foe around it.
=============================================================================== Aura of Restoration Attribute: Energy Storage Energy Cost: 10 Duration: 60 seconds Recharge: 20 seconds Type: Enchantment Effect: For 60 seconds, you are healed for (152%-350%) of the energy cost each time you cast a spell. =============================================================================== Immolate Attribute: Fire Magic Energy Cost: 10 Duration: (1-3 seconds) Cast Time: 1 second Recharge: 5 seconds Type: Spell Effect:Target foe is struck for (5-41) fire damage and is set on fire for (1-3) seconds. =============================================================================== Fireball Attribute: Fire Magic Energy Cost: 10 Cast Time: 2 seconds Recharge: 7 seconds Type: Spell Effect:Send out a ball of fire that strikes target foe and all adjacent foes for (7-91) fire damage. If the view of your foe is obstructed this skill will fail. =============================================================================== Meteor Attribute: Fire Magic Energy Cost: 5 Cast Time: 3 seconds Recharge: 30 seconds Type: Spell Effect: Target foe and all adjacent foes are struck for (7-91) damage and knocked down. This spell causes exhaustion. =============================================================================== Meteor Shower Attribute: Fire Magic Energy Cost: 25 Cast Time: 5 seconds Recharge: 60 seconds Type: Spell
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